aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Recruit69

Pages: [1]
1
Open Feedback / MC Training
« on: June 17, 2018, 04:07:05 pm »
Hi

So the MC lab is up and running. In the good old days, you could review the monthly reports and see how aquanauts have improved with their psionic skills.

Now in the modern days of wonderful OpenXcom, the report is accessible through Soldier list. However, my soldiers have been "training" for 3 months, and still have no improvement whatsoever, all solders are showing 0/0 improvements. Am I missing a prequisite to allow their skills to develop?


2
Open Feedback / TFTD Research bug
« on: June 11, 2018, 10:50:49 pm »
Hi
Were all research bugs fixed in OpenXcom? Alien Subcontruction is not showing up in my Research List, despite having already have Magnetic Ion Armour and Transmission Resolvers. Any ideas??

Cheers

Recruit69

3
Suggestions / Manufacturing Shortcut Error
« on: August 26, 2014, 07:55:20 pm »
So, my first base, has a workshop.

I construct a second base, transferred all my manufactuing stuff and engineers to that base with two new workshops.

I dismantle the workshops in my first base.

Every time research item is complete and a manufacture window comes up, saying items are now available for manufacture. Clicking on the button in the screen to go straight to the manufacturing window only goes to the first base with non-existent workshops and engineers....

4
Troubleshooting / Disappearing aliens bug?
« on: August 18, 2014, 12:32:41 am »
So,

I stun two aliens. I find that they both are "soldiers" therefore not essential to my research requirements.... I figured.... I don't need them alive.

I pick both of their corpses up, and chuck it in a pile, away from the precious artifacts i want.
I chuck a grenade at the pile.

BOOM.

The corpses disappear. But the game doesnt register them as killed... just... as they never were there??

Is this normal?

I remember in Vanilla (well, TFTD), I used to check when aliens were shot down, check their bodies if they are still alive... if they are... i'll leave a grenade, and it'll explode, the corspes remain there, the status changes from stun to dead. obviously, another grenade would destroy the dead bodies then.

using latest nightly build by the way!

EDIT: The game doesnt count the alien as killed when their stunned corspes are destroyed.

5
Troubleshooting / Keyboard Tips
« on: August 17, 2014, 02:08:52 am »
So, I cannot seem to find any keyboard short cuts that could come in useful. For example,

Right click soldier in Craft Soldier List to automatically equip the last used armour
Left shift toggles through soldiers in Inventory Equip

Any more that anyone care to add to the list?


6
Suggestions / Inventory automatic reset
« on: August 09, 2014, 10:09:46 pm »
As we know, OpenXcom does utilise a very useful automatic equipment of soldiers, and it remembers it for the next battle.

Rookies get killed. Rookies get promoted.

In the next battle, I will have new rookies and sargeants/squaddies, rookies will have equipment equipped automatically, squaddies/sargeants will have equipments equipped based on last battle. Sometimes, i may not want my improving squadders to perform the same roles as the new rookies will be doing....

As OpenXcom now has a rich mod community with a wide range of weaponry choices, my choices are spolit. However, I feel, sometimes, it would be handy to literally make the game forget its equipment saved settings, and equip them all in one go automatically without remembering its previous equipment set up? Maybe there could be a button for this in the inventory screen?

7
Suggestions / Armoured cilivans?
« on: August 07, 2014, 11:29:37 pm »
As months go on, the population becomes very wary of the dangers that aliens pose. So as months go on, a greater % of civilians would be wearing, say, simple armour vests, when aliens come terrorising their city?

8
Troubleshooting / Not sure if it is a OpenXcom bug or FMP bug...?
« on: August 07, 2014, 11:01:55 pm »
See screenshot, the number 2 is in Number 3 place without a box.

Attached savegame.

Only FMP mod is used for this.

I'll report using the bug tracker once  light been shedded on this.

9
Open Feedback / TFTD Damage or XCom damage?
« on: July 25, 2014, 09:17:05 pm »
Which is better? Pros and cons?

10
Work In Progress / Raven or Retailator?
« on: July 24, 2014, 01:17:19 am »
Both very similar crafts, but yet seems pointless to have both mods enabled in the game when I got to researching the improved interceptor

Which suits the game better as an improved interceptor? Raven or Retailator?

11
Troubleshooting / Accuracy indicator
« on: July 24, 2014, 12:28:42 am »
I remember at some point in the OpenXcom there was a feature where you have a small % indicator of chance on a target, and this decreases the further away the target is.......

This is currently not in my latest nightly build... so was this in a mod or i've simply not enabled it in the Options!?

12
Suggestions / Soldiers to recruit.... elite....
« on: July 21, 2014, 01:05:07 am »
I'm sure many people do this....

Buy Rookies.

Check their stats, if rubbish, use them as bait in battles or sack them..... hire more....

repeat till you have a bunch of clever naturally talented soldiers.

But what about this?

An option to recruit a soldier, of say, specialises in accuracy.... or  reactions.... or strength (Arnold Swagnegger!) or bravery.....only the one stat though to avoid excessive hiring of the special soldiers and of course retain the micromanagement feel...! Rest of the stats are still randomised at normal rookie values, as it still reflects the fact that they are inexperienced.

So a standard soldier costs $40,000. But a "specialist" soldier would cost, say £120,000

Thoughts?

13
Suggestions / Quick Armour Selection
« on: July 21, 2014, 12:04:58 am »
It can be a hindrance, individually selecting each soldier to equip one type of armour.

Could there be an option where if all soliders are to have one type of armour (providing there's sufficient armour equipment in storage), have a button that automatically equips all soldiers currently assigned to a craft to wear that one kind of armour automatically?

Or, make it act like assigning soldiers to craft in this way where you click on a soldier automatically assigns it to a craft, but in this case - armour:-

New button (or of some sort) - toggle or choose which armour to use
Then individually sleect the soldiers you want to wear with that kind of armour you pre-selected?
If this makes sense!

So overall, less clicks (and less chance of repetitive strain injury  :P )

14
Offtopic / PSI preferences....
« on: June 22, 2014, 02:19:36 am »
So,as we know, the PSI labs takes time to research.... Build..... Then wait another month just to find out the capabilities of your soldiers.... Not easy or convenient for most of us but I wondered, what are your preferences....?
Go vanilla or use the options to make life easier to screen the soldiers?

15
Open Feedback / Research tree....
« on: June 22, 2014, 01:21:42 am »
I am not entirely sure but on TFTD, I complete my first mission, I get artifacts, but i can only research a select few before unlocking more research items in your inventory... i.e. Plasma Pistol, ==> Plasma Rifle ==> Heavy Plasma

OpenXcom EU.... I complete my first mission, I get artifacts, but i can research ANY item, so can start research Heavy alien weapons immediately? Is this right? Or is it a bug? Or is it something I've missed?? (Never played original EU, just original TFTD!)

Pages: [1]